int main( int argc, char* args[] ) { //Start up SDL and create window if( !init() ) { printf( "Failed to initialize!\n" ); } else { //Load media if( !loadMedia() ) { printf( "Failed to load media!\n" ); } else { //Main loop flag bool quit = false; //Event handler SDL_Event e; //The dot that will be moving around on the screen Dot dot( 0, 0 ); //The dot that will be collided against Dot otherDot( SCREEN_WIDTH / 4, SCREEN_HEIGHT / 4 ); //While application is running while( !quit ) { //Handle events on queue while( SDL_PollEvent( &e ) != 0 ) { //User requests quit if( e.type == SDL_QUIT ) { quit = true; } //Handle input for the dot dot.handleEvent( e ); } //Move the dot and check collision dot.move( otherDot.getColliders() ); //Clear screen SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF ); SDL_RenderClear( gRenderer ); //Render dots dot.render(); otherDot.render(); //Update screen SDL_RenderPresent( gRenderer ); } } } //Free resources and close SDL close(); return 0; }
int main(int argc, char* args[]) { //Start up SDL and create window if (!init()){ printf("Failed to initialize! \n"); } else{ //Load media if (!loadMedia()){ printf("Failed to load media! \n"); } else { //main loop flag bool quit = false; //Event handler SDL_Event e; //Dot that will be movind around on the screen Dot dot(Dot::DOT_WIDTH / 2, Dot::DOT_HEIGHT / 2); //The dot that will be collided against Dot otherDot(SCREEN_WIDTH *3 / 4, SCREEN_HEIGHT / 4); //Wall definition SDL_Rect wall = { 300, 40, 40, 400 }; while (!quit) { while (SDL_PollEvent(&e) != 0) { //User request quit if (e.type == SDL_QUIT){ quit = true; } if (e.type == SDL_KEYDOWN) { if (e.key.keysym.sym == SDLK_ESCAPE) quit = true; } dot.handleEvent(e); } //move dot and check collision dot.move(wall, otherDot.getCollider(), &checkCollision, &checkCollision); //Clear screen SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF); SDL_RenderClear(gRenderer); //Draw wall SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0xFF); SDL_RenderDrawRect(gRenderer, &wall); //Render objects otherDot.render(&gDotTexture, gRenderer); dot.render(&gDotTexture, gRenderer); //Update screen SDL_RenderPresent(gRenderer); } } } close(); return 0; }